Indeed, that’s how the pawns replicate their position to each of the clients. Where I ended up using the RPC was to send the transform back to the owning Client as the movement, etc. is being handled on the server and the replication code doesn’t handle that right (I was moving on all the OTHER clients screens!)
I’ve also improved this call so it’s not sending the entire transform, just the location as a vector and the rotation as a Quantized vector. This SHOULD reduce the overhead.
However, your point is a good one to keep in mind. The use of an RPC on a Tick Event should be limited and avoided as much as possible, and if you’re not doing the movement server-side don’t do it!